webgl实现canvas漂浮小球随波逐流动画效果代码

代码语言:html

所属分类:粒子

代码描述:webgl实现canvas漂浮小球随波逐流动画效果代码

代码标签: 漂浮 小球 随波逐流 动画 效果

下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开

<html lang="en"><head>

  <meta charset="UTF-8">
  

  
  
  
<style>
body {
  background: #666;
  margin: 0;
  overflow: hidden;
}
canvas {
  height: 100vh;
  width: 100vw;
  touch-action: none;
}
.osc {
  left: 0px;
  position: fixed;
  top: 0px;
}

.button {
  position: fixed;
  z-index: 10;
  right: 0;
  bottom: 0;
}
.controls {
  position: fixed;
  z-index: 10;
  left: 0;
  bottom: 0;
}
.playpause {
  background: #AAB;
  padding: 10px;
}
.playpause label {
  display: block;
  box-sizing: border-box;

  width: 0;
  height: 20px;

  cursor: pointer;

  border-color: transparent transparent transparent #202020;
  transition: 100ms all ease;
  will-change: border-width;

  border-style: double;
  border-width: 0px 0 0px 20px;
}
.playpause input[type='checkbox'] {
  visibility: hidden;
}
.playpause.checked label {
  border-style: double;
  border-width: 0px 0 0px 20px;
}
.playpause label {
  border-style: solid;
  border-width: 10px 0 10px 20px;
}
/* } */
</style>




</head>

<body >
  <script id="vertexShader_particle" type="x-shader/x-vertex">
  attribute vec4 a_position;
  attribute vec3 a_colour;
  attribute vec2 a_reference;
  
  uniform vec2 u_resolution;
  
  uniform sampler2D b_velocity;
  uniform sampler2D b_position;
  
  varying vec3 v_colour;
  varying float v_fogDepth;
  
  vec3 palette( in float t, in vec3 a, in vec3 b, in vec3 c, in vec3 d ) {
    return a + b*cos( 6.28318*(c*t+d) );
  }
  
  float rand(vec2 n) { 
    return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
  }
  
  vec3 hsv2rgb(vec3 c) {
    vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
    vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
    return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
  }
  
  void main() {
    vec2 position = texture2D(b_position, a_reference).xy;
    vec2 velocity = texture2D(b_velocity, a_reference).xy;
    float l = length(velocity);
    
    vec4 pos = vec4(position / u_resolution * 2. - 1., 0., 1.);
    
    gl_Position = pos;
    gl_PointSize = 15.;
    v_colour = palette(
      length(a_reference)-l*.2, 
      vec3(.6),
      vec3(.6),
      vec3(1.0,1.0,1.+l*.3),
      vec3(0.5,0.20,0.25)
    );
  }
</script>
<script id="vertexShader_buffer" type="x-shader/x-vertex">attribute vec4 a_position;  
  uniform mat4 u_modelViewMatrix;
  uniform mat4 u_projectionMatrix;
  
  void main() {
    gl_Position = a_position;
  }
</script>
<script id="fragmentShader_velocity" type="x-shader/x-fragment">
  #extension GL_OES_standard_derivatives : enable
  precision highp float;
  
  #define PI 3.141592653589793
  #define HPI 1.5707963267948966
  #define TAU 6.283185307179586
  #define G 0.67408
  
  uniform vec2 u_resolution;
  uniform vec2 u_mouse;
  uniform float u_time;
  uniform sampler2D s_noise;
  
  uniform sampler2D b_velocity;
  uniform sampler2D b_position;
  
  //	Simplex 3D Noise 
  //	by Ian McEwan, Ashima Arts
  //
  vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
  vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
  
  float rand(float n){return fract(sin(n) * 43758.5453123);}
  float rand(vec2 n) { 
    return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
  }
  float snoise(vec3 v){ 
    const vec2  C = vec2(1.0/6.0, 1.0/3.0) ;
    const vec4  D = vec4(0.0, 0.5, 1.0, 2.0);

  // First corner
    vec3 i  = floor(v + dot(v, C.yyy) );
    vec3 x0 =   v - i + dot(i, C.xxx) ;

  // Other corners
    vec3 g = step(x0.yzx, x0.xyz);
    vec3 l = 1.0 - g;
    vec3 i1 = min( g.xyz, l.zxy );
    vec3 i2 = max( g.xyz, l.zxy );

    //  x0 = x0 - 0. + 0.0 * C 
    vec3 x1 = x0 - i1 + 1.0 * C.xxx;
    vec3 x2 = x0 - i2 + 2.0 * C.xxx;
    vec3 x3 = x0 - 1. + 3.0 * C.xxx;

  // Permutations
    i = mod(i, 289.0 ); 
    vec4 p = permute( permute( permute( 
               i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
             + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) 
             + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));

  // Gradients
  // ( N*N points uniformly over a square, mapped onto an octahedron.)
    float n_ = 1.0/7.0; // N=7
    vec3  ns = n_ * D.wyz - D.xzx;

    vec4 j = p - 49.0 * floor(p * ns.z *ns.z);  //  mod(p,N*N)

    vec4 x_ = floor(j * ns.z);
    vec4 y_ = floor(j - 7.0 * x_ );    // mod(j,N)

    vec4 x = x_ *ns.x + ns.yyyy;
    vec4 y = y_ *ns.x + ns.yyyy;
    vec4 h = 1.0 - abs(x) - abs(y);

    vec4 b0 = vec4( x.xy, y.xy );
    vec4 b1 = vec4( x.zw, y.zw );

    vec4 s0 = floor(b0)*2.0 + 1.0;
    vec4 s1 = floor(b1)*2.0 + 1.0;
    vec4 sh = -step(h, vec4(0.0));

    vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
    vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;

    vec3 p0 = vec3(a0.xy,h.x);
    vec3 p1 = vec3(a0.zw,h.y);
    vec3 p2 = vec3(a1.xy,h.z);
    vec3 p3 = vec3(a1.zw,h.w);

  //Normalise gradients
    vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
    p0 *= norm.x;
    p1 *= norm.y;
    p2 *= norm.z;
    p3 *= norm.w;

  // Mix final noise value
    vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
    m = m * m;
    return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), 
                                  dot(p2,x2), dot(p3,x3) ) );
  }
  
  float noise21(vec2 n) {
    const vec2 d = vec2(0.0, 1.0);
    vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));
    return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);
  }
  
  void main() {
    vec2 uv = gl_FragCoord.xy / u_resolution.xy;
    vec2 position = texture2D(b_position, uv).xy;
    vec2 velocity = texture2D(b_velocity, uv).xy;
    
    float a = snoise(vec3(position*.002, u_time - floor(u_time*5.) * 20.)) * (3.14159 * 2.) + noise21(position)*5.;
    
    float c = cos(a);
    float s = sin(a);
    
    velocity = velocity * .99 + vec2(c, s) * .1;
    
    if(length(velocity) > 2.) velocity = normalize(velocity)*2.;
    
    gl_FragColor = vec4(velocity, 0., 1.0);
  }
</script>
<script id="fragmentShader_position" type="x-shader/x-fragment">
  #extension GL_OES_standard_derivatives : enable
  precision highp float;
  
  uniform vec2 u_resolution;
  uniform vec2 u_mouse;
  uniform float u_time;
  uniform sampler2D s_noise;
  uniform vec2 u_screen;
  
  uniform sampler2D b_velocity;
  uniform sampler2D b_position;

  void main() {
    vec2 uv = gl_FragCoord.xy / u_resolution.xy;
    vec2 position = texture2D(b_position, uv).xy;
    vec2 velocity = texture2D(b_velocity, uv).xy;
    
    vec2 pos = position+velocity*.99;
    if(pos.x > u_screen.x + 20.) pos.x = -10.;
    else if(pos.x < -20.) pos.x = u_screen.x + 10.;
    if(pos.y > u_screen.y + 20.) pos.y = -10.;
    else if(pos.y < -20.) pos.y = u_screen.y + 10.;
    
    gl_FragColor = vec4(pos, 0., 1.0);
  }
</script>
<script id="fragmentShader_particle" type="x-shader/x-fragment">
  #extension GL_OES_standard_derivatives : enable
  precision highp float;
  
  uniform vec2 u_resolution;
  uniform vec2 u_mouse;
  uniform float u_time;
  uniform sampler2D s_noise;
  
  uniform sampler2D b_prime;
  uniform sampler2D b_position;
  
  varying vec3 v_colour;
  varying float v_fogDepth;
  
  const vec3 oneVector = vec3(1.0, 1.0, 1.0);
  const vec3 lightPosition = vec3(-.5, -.5, 2.);
  
  vec2 getScreenSpace() {
    vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / min(u_resolution.y, u_resolution.x);
    
    return uv;
  }

  void main() {
    vec2 uv = gl_PointCoord.xy - .5;
    vec2 s = gl_FragCoord.xy / u_resolution.xy;
    
    gl_FragColor = vec4(0, 0, 0, 1);
    
    float l = length(uv);
    float opacity = smoothstep(.5, 0.45, l);
    if(opacity < .1) discard;
    
    float normalizedDepth = sqrt(1.0 - l * l);
    
    // Current depth
    float depthOfFragment = 0.5 * normalizedDepth;
    //        float currentDepthValue = normalizedViewCoordinate.z - depthOfFragment - 0.0025;
    float currentDepthValue = (1. - depthOfFragment - 0.0025);

    // Calculate the lighting normal for the sphere
    vec3 normal = normalize(vec3(uv, normalizedDepth));

    vec3 finalSphereColor = v_colour;
    
    // vec3 ref = reflect(vec3(0,0,-1), normal);
    vec3 ref = reflect(normalize(lightPosition), normal);
    
    float amb = clamp( 0.5+0.5*normal.y, 0.0, 1.0 );
    float dif = clamp( dot( ref, normalize(vec3(0) - vec3(uv, normalizedDepth)) ), 0.0, 1.0 );
    float bac = clamp( dot( normal, normalize(vec3(-lightPosition.x,0.0,-lightPosition.z))), 0.0, 1.0 )*clamp( 1.0-uv.y,0.0,1.0);
    //float dom = smoothstep( -0.1, 0.1, ref.y );
    // float.........完整代码请登录后点击上方下载按钮下载查看

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